Mandalay Builds post release, your wild optimizations pretty please.

My All-arounder. Jack of all trades, master of none, yet? Still an impressive explorer. Something's weird though...this tells me my max jump range is 55, but even with my cargo rack full of limpets I'm showing 58ly max.

https://s.orbis.zone/qIPQ
Literally meant to run anything PVE, from BH missions, to on-foot and exploring...and with some simple swaps even interdicting.
If I head out to explore, I'll swap the 3C Operations limpet for a simple, light 1A repair. I might swap (when not exploring) the AFM for an interdictor.
You could probably remove the wake and warrant scanners but I like having the flexibility to pick up firmware based materials, by scanning wakes and, well? The bonus $$ you net in using a warrant scanner is hard to pass up for me.

Also, a classic example of how I am becoming anti-G5 engineering in many cases, unless it's something where I need raw health, like an AX build, or FSD long range. I don't like the G5 trade-offs much of the time, so find G3 the sweet spot...especially for long range or short range weapons engineering, since I seldom find myself shooting at a target that's over 3.5-4km away. Similarly, for short range, 2.5km is sometimes a nice mid range distance to maintain, so going G5 on short range cannons drops below that pretty significantly and drives up heat by about 50% as well.
 
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My All-arounder. Jack of all trades, master of none, yet? Still an impressive explorer. Something's weird though...this tells me my max jump range is 55, but even with my cargo rack full of limpets I'm showing 58ly max.

https://s.orbis.zone/qIPQ
Literally meant to run anything PVE, from BH missions, to on-foot and exploring...and with some simple swaps even interdicting.
If I head out to explore, I'll swap the 3C Operations limpet for a simple, light 1A repair. I might swap (when not exploring) the AFM for an interdictor.
You could probably remove the wake and warrant scanners but I like having the flexibility to pick up firmware based materials, by scanning wakes and, well? The bonus $$ you net in using a warrant scanner is hard to pass up for me.

Also, a classic example of how I am becoming anti-G5 engineering in many cases, unless it's something where I need raw health, like an AX build, or FSD long range. I don't like the G5 trade-offs much of the time, so find G3 the sweet spot...especially for long range or short range weapons engineering, since I seldom find myself shooting at a target that's over 3.5-4km away. Similarly, for short range, 2.5km is sometimes a nice mid range distance to maintain, so going G5 on short range cannons drops below that pretty significantly and drives up heat by about 50% as well.
Only thing I would change on this would be Deep Plating Heavy duty Armour, instead of thermal. Then on your Class 1 HRP make it thermal res reflective plating.
Huge armour gain across the board for very little loss in speed and jump range.
 
I actually did engineer your suggestion, but decided I ultimately did not need that much absolute damage. I was actually fine running Elite target missions with just the initial G3 Heavy Duty lightweight alloy (default) armor but just wanted a touch more resistance comfort and a small boost to overall health, in conjunction with the shields I have now, which? I have just bumped the shields a little more, since my weight was down more than enough to justify G5 armored PP, which gave me more power to play with, as to inside that I do not end up in too many shields down scenarios. Ideally I would have landed right at 1000 hull health with my OCD mind, but I'm happy 50 points off lol.

All-in-all? I'm extremely happy with where I've landed, in using a little of my explorer oriented optimizing in my combat build (light weight engineering on the amor and stripped down on PP and PD, since I don't need an extra .25MW on recharge with the use of super conduits, nor do I need thermal spread/ monstered). I may also do a 5A G3 lightweight sensor suite, just to increase scan range a bit, for POIs and bounty targets. I think I've reached my goal, which was to create a far reaching combat vessel that I don't have to drop modules for before setting off and I'm knocking on the doors of 60ly jumps.

Updated
https://s.orbis.zone/qJ1H

Again, the jump range is just a tiny bit off here. I'm actually showing a jump potential of 57.30 (current) and 60.38ly (unladen) and I've combed over all the details. Must just be some lucky engineering but I thought the days were gone of engineering multiple of one module for one lucky roll. With the thermal vent beams keeping my temps low in combat, I may just ditch the heatsinks, since I'm running cool enough to avoid overheat, should I collide into an exclusion zone while nodding off (lol) and I'm not really high enough on cargo capacity to really smuggle much.

[Edit]
Not to shabby! I did that thing. The thing where you take on too many bounty missions and have more than one target jumping you. In this case? Two Elite corvettes. I walked out with 74% Hull. I will admit that I did have to stay quite frosty, but I just kept it in AO mode and pegging the thermal vent beams, chaff permitting, and just remained patient. Once target one was down, I had 48 ammunition left and could take my time making every shot count with the first one out of the way. It would have been quicker, had both of them not had freakin infinite SCBs lol.
 
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Presently I am revisiting the galactic ceiling and cellar in a specially built Mandy, the Cassiopeia.It has a 99.22 LY max range. No, it’s not a novelty one jump wonder. It has over 600 LY total range before it has to refuel. Superior to the Victoria, the Annie that gave me Synauloo AA-A h0 and the first ever solo round trip to Trieneou AA-A h2 in a regular starship.

The build:


Right now I am tagging even more previously not visited 3000ers.

To me, the Annie as an explorer became obsolete.

CMDR Janet
 
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Presently I am revisiting the galactic ceiling and cellar in a specially built Mandy, the Cassiopeia.It has a 99.22 LY max range. No, it’s not a novelty one jump wonder. It has over 600 LY total range before it has to refuel. Superior to the Victoria, the Annie that gave me Synauloo AA-A h0 and the first ever solo round trip to Trieneou AA-A h2 in a regular starship.

The build:


Right now I am tagging even more previously not visited 3000ers.

To me, the Annie as an explorer became obsolete.

CMDR Janet
Nice.

The only thing I'd suggest is if you changed your power priorities to have thrusters, life support and sensors on 1, the AFMUs on 2 and everything else on 3 then you'd be able to run 3 AFMUs simultaneously, not have to worry about turning things off when repairing, and if (heaven forbid) your power plant malfunctions you'd still have the essentials running.
 
Anyways, i havent got time to check the builds here, but i went for this build: 77ly unladen, 16t cargo, 2g srv hangar, afmu, 500MJ shields, research limpet and either 3C Operations MLC (collector, hatch breaker, recon limpet) good for the eventual megaship found out there or 3C Rescue MLC (fuel transfer, repair, hatch breaker) bit more realistic MLC for exploration..

What is the research limpet for? (I haven't done exploration recently)

From looking at the wiki it seems like the research limpet allows extraction of tissue samples, but these samples would be cargo, not materials (correct?) so you could only collect a few of them and IIRC their current purpose is to sell them for 6-figure credits per ton, which doesn't seem like much if you have to haul them a thousand LY. So... do you just prefer to be thorough and collect any samples for its own sake (science!), or are research limpets useful in ways I'm not aware of (like obtaining materials? Getting named in Codex? First discovery of something?), or are you ensuring you're equipped for anything should you find something new, even though the uses are limited as far as we know...?
 
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For any dumbasses like me that immediately remove the supercruise assist module from new ships to free up the slots for more important modules, and consequently have never used this module, letting it fall out of sight and out of mind: A long-jumper Mandalay has slots to spare, even with multiple AFMUs, so slap in those cruise assists (perhaps even a docking computer) - they add no weight, so when you're exploring and your stomach is rumbling, you now have a new option where you can more safely leave the cockpit for a moment ;)

Yes, this was a bit of a "duh" moment :)
 
For any dumbasses like me that immediately remove the supercruise assist module from new ships to free up the slots for more important modules, and consequently have never used this module, letting it fall out of sight and out of mind: A long-jumper Mandalay has slots to spare, even with multiple AFMUs, so slap in those cruise assists (perhaps even a docking computer) - they add no weight, so when you're exploring and your stomach is rumbling, you now have a new option where you can more safely leave the cockpit for a moment ;)

Yes, this was a bit of a "duh" moment :)
I can't explore without supercruise assist. I need the automatic dethrottle after every jump or I will fly into stars when my mind wanders or I grow tired making numerous repetitive jumps.
 
I can't explore without supercruise assist. I need the automatic dethrottle after every jump or I will fly into stars when my mind wanders or I grow tired making numerous repetitive jumps.
I have to say I struggle working out how the consequences of getting pulled out of cruise by the star are serious enough to worry about even in accumulation.

I find the repetition gets broken up enough by systems having one or more planets that require an FSS scan or more turning up every few jumps at least, such systems being the only time I throttle back from 100%.
 
My Explorer build: https://s.orbis.zone/qMRj

Full kit, and able to charge the FSD while scooping.

I think I'll take that same route with the powerplant. Currently I optimized for weight and I didn't have the heat efficiency blueprint pinned so it needs a trip to an engineer, but when I get back to the bubble...

Even without the engineering I can mostly charge while scooping but I have to be careful as it's easy to get out of hand. Having got a taste for it, I think lower heat is going to raise my long-distance travel speeds more than the slight gain in jump distance from my smaller lighter powerplant (that doesn't have enough output overhead to engineer for low heat)
 
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